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Product Description

Product Description

From the makers of UNO A rummy-type card game with a challenging and exciting twist Object of the game is to be the first player to complete 10 phase sequences Twist is that each phase to be completed is specific for each hand dealt Great family game for 2-6 players

From the Manufacturer

Phase 10 Card Game: From the makers of UNO comes a rummy-type card game with a challenging and exciting twist. The object of the game is to be the first player to complete 10 phases ranging from two sets of three, one run of seven, seven cards of one color, and more. The twist is that each phase to be completed is specific for each hand dealt. Those who complete the phase advance to the next, but those that don't must try again. Great family game for 2-6 players.

Most Helpful Customer Reviews

A few years ago (I help with students at church) another leader brought a pack of these cards and suggested a few played.... I joined in and was hooked... So I purchased a pack of these cards for my game collection. I have had ages 8-88+ play this game and have never had anyone who didn't love it.

Game Play:Phase 10 is sort of like Rummy backwards. Each player (2-6 players) are dealt 10 cards. You then lay the remaining cards face down in the middle and flip one card face up.

On your turn you must pick a card up (either the one laying face up in the middle or one from the pile) and discard one face up in the middle (covering the previous face-up card).

Your goal is to go through the 10 phases:(*As a note: a set is the same numbers (ie a set of 3 would be 4&4&4 or 8&8&8.... A run is a numerical order (ie a run of 4 would be 1&2&3&4 or 9&10&11&12)1. 2 sets of 32. 1 set of 3 & 1 run of 43. 1 set of 4 & 1 run of 44. 1 run of 75. 1 run of 86. 1 run of 97. 2 sets of 48. 7 cards of one color9. 1 set of 5 & 1 set of 210. 1 set of 5 & 1 set of 3

The goal is to lay down your phase (phase out) and then get rid of the rest of your cards (go out) before anyone else.If you do not phase out you must continue the next round on the same phase you were on. (Ie if you don't phase out on phase 1, although everyone else is on phase 2 you are still on phase 1.)

I can't rave about how much fun this game is... You can make house rules, keep points (1-9= 5 pts, 10-12= 10 pts, Skips= 15 pts, & Wilds=25 pts... person with the least amount of points in the end win), play a half game, etc...Read more ›

I love UNO, my husband hates it, but we both love Phase 10.Its a fun game, that requires some thinking, though not too much either - and can last for more than an hour with 4 players --- we always carry this with us on our family vacations.

My granddaughter, age 13 has this game and she taught me how to play. After a few practice rounds I understood how to play. The way she had learned to play was with a couple of the rules made up which I thought only added to the enjoyment. Even if you use only the instructed rules its fun. The made up rule was you can take a discard as long as the present player doesn't want the card. The catch is you have to draw a card along with the discarded one. If more than one player wants it, it goes to the player next in line to play. Another made-up rule was variation of the phases, which is fun to do also. I have played many times now and I still have to use the phase card to remind me of what the phase requires. Its a great family game, but I think children under the age of 8 might have a hard time understanding it. For the low price you receive many many hours of family/friends entertainment. I highly recommend Phase 10. I am buying a replacement game today because the cards are wearing out. Its not that they aren't made well, its just that any cards will wear out after so much shuffling and handling.

I consider myself an avid gamer owning over 100+ board/card games in my collection. But to me, the cons vastly outweigh the pros when it comes to the rules of this game:

Pros:* Good card design* Most of the gamplay is good. I like the different phases and the different objectives.

Cons:There are two rules that break this game from potentially being fun.* Once someone goes out, everyone is stuck with their cards. Hopefully you were able to lay your objective down and only get points against you. If not, too bad. That's not the problem. I enjoy that mechanic. But when tied into the next rule (or non-rule), it is terrible* There is no rule on when you can go out. So if say you have your entire phase plus cards to lay down and its the first round, you can go out before others even get a turn. So then you are stuck with an entire hand against you. It may sound like an unlikley scenario, but our family had this happen 2 times in a single game.

The ways to fix the cons would be a rule design where:* Rest of the players get 1 more go to discard anything they can. THEN they must live with the consequences.* You cannot go completely out until everyone has played at least one hand

Or, simply go buy 5 Crowns. The rules are better, and I think it is a much more enjoyable game.

I have played Phase 10 a few times, and love how simultaneously complex and accessible it is. I would not recommend it for folks under 10, but it's a great adult game (or smart-minded kids). Combine it with deserts and it is a great night of fun.

If light games of chance that require little thinking are your thing, Phase 10 is not a bad game.

The luck of the deal plays such a huge role in winning each round, followed closely by the luck of the draw each turn. There is little strategy, which some may consider a good thing.

A 2-player game can be completed in about 30 - 45 minutes, but adding more players extends the time considerably. With so little variety in gameplay, long games drag mightily.

The game is popular and is a decent fit for casual gamers who care little about strategy. But if you prefer a game where the outcome can be influenced by something other than luck, Phase 10 is not for you.